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Muppet Madness

    Deck ID: 193

    Author: Ryan "XjedeyeX" Fojtik

    Title: Muppet Madness

    Side: Light

    Date Published: 1999-08-22

    Description:
    Test to two and go to town on whatever you can with disruption and EPP strikes.. High Destiny lets you battle, play counter assaults, and retreive with OTE.. bacta ensures battle damage.. not for unskilled players

    Rating:
    4.0

    Cards:

    '
    Start
    MWYHL/SYIC
    Dagobah
    Signal
    Battle Plan

    Locations
    DGYodas Hut
    DGBog Clearing
    DGTraining Area
    DGJungle
    DGSwamp
    CCLower Corridor
    Kessel
    Dejarik Hologameboard

    Characters
    Daughter of Skywalker
    Yoda
    Luke w/lightsaber x2
    Han w/Blaster x2
    Obi w/lightsaber
    Chewbacca
    Toryyn Far
    Leslomy Tacema
    Biggs Darklighter
    Wedge Antilles
    Jeroem Webb
    Derek 'Hobbie' klivian
    Romas 'lock' Navender

    Starships
    RL in R1
    GL in G1
    Millenium Falcon
    Spiral
    Red 6
    Tantive IV

    Jedi Tests
    Great Warrior
    Jedis Strength

    Interrupts
    The Signal x3
    It Could Be Worse x2
    Projection of a Skywalker x2
    Whatre You tryin to Push on Us x2
    Dont Forget the Droids
    Traffic Control
    Bacta Tank
    Draw Their Fire
    Wars Not Make One Great
    Frozen Assets
    Transmission Terminated x2
    Shocking Information x2
    Grimtaash x2
    Clash Of Sabers
    Surprise Assault
    On the Edge x2


    '

    Strategy: '

    Straight out, this deck relys on playskill.. much like the old baragwin decks, it lets the opponent commit to drains, while it focuses on disruption and attempts to outdrain in the other theater and at the holotable while retreving with OTE/DTF.. the bacta keeps the EPPs cycling through, and ive got lots of anti manipulation (grabbers+shocks) to nail them, plus plenty of signal action to get out my effects.. You cant panick, but with some patient play youve got a chance against anything.. against hunt down, cancel visage with TT or a spy, and then go to town with drains in space at kessel, and at the holotable for 2 for a total of 5 and then stack 2 six destinies by tracking on top of your deck and let them go for the duel where you draw a 12.. against DS space, pick your battles, drain at the corridor and at the holotable, and draw the tracked 6s for destiny with EPPs to cause HUGE force loss from attrition for each battle.. ive outbattled DS IAO decks with this before with some careful battling.. its all about timing and playskill, and not about just laying your cards.. the deck doesnt play itself, but its flexible, and has all the bases covered.. '

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